System and method for providing a software development kit to enable configuration of virtual counterparts of action figures or action figure accessories

ABSTRACT

In certain implementations, a software development kit to enable configuration of virtual counterparts of action figures or action figure accessories may be provided. As an example, the software development kit may enable a developer to associate a state or behavior of an action figure type with a virtual state or behavior of a corresponding virtual counterpart type in a virtual environment such that, when an action figure (of that type) exhibits the state or behavior, a corresponding virtual counterpart is caused to exhibit the virtual state or behavior in the virtual environment. The software development kit may, for example, enable the same state or behavior to be associated with different action figure types and/or different virtual states or behaviors such that, even when action figures of different action figure types exhibit the same state or behavior, their corresponding virtual counterparts may be caused to exhibit different virtual states or behaviors.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.14/645,228, filed Mar. 11, 2015 (status: pending), which is herebyincorporated by reference herein in its entirety.

FIELD OF THE INVENTION

The invention relates to providing interactive action figures or actionfigure accessories that have corresponding virtual counterparts in avirtual environment, and more particularly to a system and method ofproviding a software development kit to enable configuration of virtualcounterparts of action figures or action figure accessories.

BACKGROUND OF THE INVENTION

In recent years, a number of video game/toy hybrid systems have emergedwhere figurines of movie, comic, or story characters can “come to life”in a video game. As an example, typical video game/toy hybrid systemsenable a player to “import” a character represented by a figurine intothe video game by placing the figurine on a portal device attached to agame console. Each game session may require the player to import thecharacter (via the placement of the figurine) to utilize the characterto accomplish various tasks in the game during the session. From theperspective of the player, the figurine and the character may become“synonymous” with one another as the player continues to use thefigurine to access the character in the video game. As the charactergrows in-game (e.g., levels up) and obtains new abilities and specialpowers, the value of the figurine to the player may alsoincrease—further adding to the collectability value of the figurine.

Typical video game/toy hybrid systems are, however, limited with respectto the interactions between the player and the figurine. For example,during gameplay, figurines are used by a player to select one or morecharacters to use in a game by placing the figurines corresponding tothe characters on a portal device. All other user interactions with thegame generally do not involve the figurines. These and other drawbacksexist.

SUMMARY OF THE INVENTION

The invention addressing these and other drawbacks relates to methods,apparatuses, or systems for providing a software development kit toenable configuration of virtual counterparts of action figures or actionfigure accessories. As used herein, an action figure may comprise afigurine, made of plastic or other materials, having one or moremoveable parts (e.g., moveable appendages or other moveable parts) thatallow the action figure to exhibit various poses. An action figureaccessory may comprise one or more physical objects that modify orsupplement the functionality or appearance of an action figure (e.g., tomake the action figure more useful, versatile, or attractive, to changethe appearance of the action figure, etc.). A virtual environment maycomprise a virtual space, a game space, a virtual universe, or othervirtual environment. A host of the virtual environment may comprise oneor more virtual universe servers, game servers, or other components thathost the virtual environment.

In accordance with one aspect of the invention, a user may interact witha virtual environment or control a virtual counterpart of an actionfigure in the virtual environment by manipulating an action figure orits moveable parts, such as manipulating the positions and orientationsof the action figure's moveable parts. As an example, sensors located ondifferent parts of the action figure (e.g., sensors located on in thebody and appendages of the action figure) may obtain sensor informationthat reflects the user manipulation of the action figure or its moveableparts. The sensor information may be utilized to generate action figurestate or behavior information that identifies positions and orientationsof the action figure's moveable parts relative to other parts of theaction figure, a movement of the action figure's moveable parts relativeto other parts of the action figure, or other state or behaviors. Theaction figure state or behavior information may then be utilized tocause the action figure's virtual counterpart to exhibit a virtual stateor behavior in the virtual environment. A presentation of the virtualcounterpart exhibiting the virtual state or behavior in the virtualenvironment may be generated and provided to a user of the virtualenvironment. In this way, the user may interact with the virtualenvironment or control the virtual counterpart by interacting with theaction figure in the real-world environment.

In an implementation, one or more software development kits may beprovided to enable developers to integrate communications functionalitybetween action figures, action figure accessories, user devices (and itsrespective applications), a host of a virtual environment, or othercomponents as described, for instance, in co-pending U.S. utility patentapplications, such as (1) U.S. patent application Ser. No. 14/622,287,entitled “SYSTEM AND METHOD FOR PRESENTING A VIRTUAL COUNTERPART OF ANACTION FIGURE BASED ON ACTION FIGURE STATE INFORMATION,” (2) U.S. patentapplication Ser. No. 14/622,321, entitled “SYSTEM AND METHOD FORPROVIDING STATE INFORMATION OF AN ACTION FIGURE,” and (3) U.S. patentapplication Ser. No. 14/622,386, entitled “SYSTEM AND METHOD FORPROVIDING RELEVANT NOTIFICATIONS VIA AN ACTION FIGURE,” each of which ishereby incorporated by reference herein in its entirety. As an example,a software development kit may enable a host of a virtual environment(or other components) to send notifications to an action figure oraccessory to cause the action figure or accessory to present informationrelated to the notifications. In one use case, for example, the virtualenvironment host may send a sound file to an action figure to cause theaction figure to play the sound file via the action figure's built-inspeaker to emulate (via the action figure) sounds or other aspectsoccurring in the virtual environment (e.g., actions of a virtualcounterpart of the action figure, things “heard” by the virtualcounterpart, etc., such as firing of weapons, virtual environmentweather sounds, etc.). As another example, the software development kitmay enable synchronization of lights (e.g., LED lights) of the actionfigure with corresponding parts of the action figure's virtualcounterpart in the virtual environment (e.g., when the correspondingparts of the virtual counterpart emit lights in the virtual environment,the lights of the action figure may activate such that they emulate thelights emitted by the virtual counterpart). In one scenario, forinstance, the virtual counterpart may flash lights on its body from timeto time to indicate certain statuses (e.g., when its health points,energy, etc., are low). Based on the synchronization, the correspondinglights on the action figure's body may activate to emulate the flashinglights on the virtual counterpart's body. As yet another example, thesoftware development kit may enable game or other statuses to betransmitted to the action figure to cause the action figure to presentthe status at the action figure. As described in the foregoingco-pending applications, the presentation of information (e.g., anauditory presentation, a visual presentation, a haptic presentation, orother presentation) at an action figure or accessory may be triggered bythe virtual environment host, via user interactions with the actionfigure or accessory (e.g., a multi-function button on the action figureor accessory), or via other techniques.

In an implementation, one or more software development kits may beprovided to facilitate detection of another component,establishment/maintenance of a wireless connection with the othercomponent, or communication over the wireless connection. As an example,a software development kit may enable a developer (or other user) todefine a maximum threshold distance for communication between twocomponents (e.g., between an action figure and a user device).Responsive to the maximum threshold distance being defined, informationsent from the sending component (e.g., an action figure) to thereceiving component (e.g., the user device) may be ignored (e.g.,filtered out) by the receiving component when the distance between thetwo components is beyond the maximum threshold distance. As anotherexample, a software development kit may enable a developer (or otheruser) to set the output power of wireless signals (e.g., by setting theoutput voltage of wireless signals) for one or more components (e.g., auser device, an action figure, an action figure accessory, etc.). In oneuse case, for instance, a developer may set the output voltage ofwireless signals emitted by a user device, an action figure, an actionfigure accessory, or other component to a low output voltage, which maylimit the distance that the wireless signals can travel, but may extendthe battery life of the component.

In an implementation, one or more software development kits may beprovided to facilitate validation of action figures, action figureaccessories, or other items by a secure means. As an example, a softwaredevelopment kit may enable access to a communication portal to a centralvalidation server (or other components) that validates the actionfigures, the action figure accessories, or other items via one or moresecure means described, for instance, in related co-pending U.S.application Ser. No. 14/636,115, entitled “SYSTEM AND METHOD FORPROVIDING SECURED WIRELESS COMMUNICATION WITH AN ACTION FIGURE OR ACTIONFIGURE ACCESSORY,” which is hereby incorporated by reference in itsentirety.

In an implementation, a software development kit may be provided toenable developers (or other users) to customize control of virtualcounterparts of action figures in one or more virtual environments. Thevirtual counterparts may, for example, be customized such that virtualcounterparts (of action figures of different action figure types) mayreact differently in a virtual environment in response to theirrespective corresponding action figures exhibiting the same states orbehaviors (e.g., poses, movements, etc.). A given action figure typemay, for example, comprise action figures that represent a given speciesor breed of character entities, action figures that represent a givencharacter entity, etc. As an example, based on the customized control, afirst virtual counterpart of a first action figure (of a first actionfigure type) may be caused to exhibit a first virtual action (e.g., afireball attack) in a virtual environment responsive to the first actionfigure exhibiting a particular movement (e.g., rotating both arms of thefirst action figure 90 degrees in a down to forward motion). On theother hand, a second virtual counterpart of a second action figure (of asecond action figure type) may be caused to exhibit a second virtualaction (e.g., rapid series of punches) in the virtual environmentresponsive to the second action figure exhibiting the same movement.

It should be noted that, although implementations described herein arewith respect to action figures and action figure accessories, it isunderstood that (to the extent possible) other objects may be used inplace of action figures and/or action figure accessories. As an example,in an implementation, state or behavior information identifying avirtual state or behavior of a real-world object may be utilized tocause a corresponding virtual object to exhibit a state or behavior in avirtual environment that corresponds to the identified state or behaviorof the real-world object. Additionally, or alternatively, a presentationof the corresponding virtual object exhibiting the corresponding stateor behavior in the virtual environment may be provided to a user of thevirtual environment.

Various other aspects, features, and advantages of the invention will beapparent through the detailed description of the invention and thedrawings attached hereto. It is also to be understood that both theforegoing general description and the following detailed description areexemplary and not restrictive of the scope of the invention. As used inthe specification and in the claims, the singular forms of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise. In addition, as used in the specification and the claims, theterm “or” means “and/or” unless the context clearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exemplary illustration of a system for providing a softwaredevelopment kit to enable configuration of virtual counterparts ofaction figures or action figure accessories, in accordance with anaspect of the invention.

FIGS. 2A and 2B are exemplary illustrations of scenarios in which userdevices, action figures, or action figure accessories communicate withone another via a short-range wireless connection, in accordance withaspects of the invention.

FIGS. 3A and 3B are exemplary illustrations of an action figureexhibiting a state or behavior, and a virtual counterpart of the actionfigure exhibiting a corresponding state or behavior in a virtualenvironment, respectively, in accordance with aspects of the invention.

FIGS. 4A and 4B are exemplary illustrations of an action figure and theaction figure equipped with action figure accessories, respectively, inaccordance with aspects of the invention.

FIG. 5 is an exemplary illustration of a virtual character entity thatrepresents an action figure in a virtual environment getting ready forbattle with another virtual character entity, in accordance with anaspect of the invention.

FIG. 6 is an exemplary illustration of a data flow related to providinginteractive action figures or action figure accessories that havecorresponding virtual counterparts in a virtual environment, inaccordance with an aspect of the invention.

FIG. 7 is an exemplary illustration of a flowchart of a method ofproviding a software development kit to enable configuration of virtualcounterparts of action figures, in accordance with an aspect of theinvention.

FIG. 8 is an exemplary illustration of a flowchart of a method offacilitating custom control of virtual counterparts of action figures inmultiple virtual environments, in accordance with an aspect of theinvention.

DETAILED DESCRIPTION OF THE INVENTION

In the following description, for the purposes of explanation, numerousspecific details are set forth in order to provide a thoroughunderstanding of the implementations of the invention. It will beappreciated, however, by those having skill in the art that theimplementations of the invention may be practiced without these specificdetails or with an equivalent arrangement. In other instances,well-known structures and devices are shown in block diagram form inorder to avoid unnecessarily obscuring the implementations of theinvention.

Exemplary System Description

FIG. 1 is an exemplary illustration of a system 100 for providing asoftware development kit to enable configuration of virtual counterpartsof action figures or action figure accessories, in accordance with anaspect of the invention. As shown in FIG. 1, system 100 may compriseserver 102 (or multiple servers 102). Server 102 may comprise hostcommunication subsystem 110, virtual environment subsystem 112, virtualcounterpart management subsystem 114, virtual action managementsubsystem 116, development management subsystem 118, or othercomponents.

System 100 may further comprise a user device 104 (or multiple userdevices 104). User device 104 may comprise any type of mobile terminal,fixed terminal, or other device. By way of example, user device 104 maycomprise a desktop computer, a notebook computer, a netbook computer, atablet computer, a smartphone, a navigation device, an electronic bookdevice, a gaming device, or other user device. Users may, for instance,utilize one or more user devices 104 to interact with server 102, otheruser devices 104, action figures 106, action figure accessories 108, orother components of system 100.

User device 104 may comprise interface communication subsystem 130,virtual interface subsystem 132, or other components. It should be notedthat, while one or more operations are described herein as beingperformed by components of one of server 102 or user device 104, thoseoperations may, in some implementations, be performed by components ofthe other one of service 102 or user device 104.

Action figure 106 may comprise action figure communication subsystem140, sensor subsystem 142, state/behavior management subsystem 144,presentation subsystem 146, or other components. Action figure accessory108 may comprise accessory communication subsystem 150, sensor subsystem152, state/behavior management subsystem 154, presentation subsystem156, or other components. It should be noted that, while one or moreoperations are described herein as being performed by components of oneof action figure 106 or action figure accessory 108, those operationsmay, in some implementations, be performed by components of the otherone of action figure 106 or action figure accessory 108.

In some implementations, user device 104 may act as an intermediarybetween server 102, action figure 106, and/or accessory 108. As anexample, information may be provided from server 102 to action figure106 or accessory 108 via virtual interface subsystem 132 of user device104, and information may be provided from action figure 106 or accessory108 to server 102 via virtual interface subsystem 132 of user device104. In other implementations, server 102, action figure 106, and/oraccessory 108 may receive information from or transmit information toone another without the need for user device 104 through one or morewired or wireless means. As such, although some implementations aredescribed herein with respect to the use of user device 104 (or virtualinterface subsystem 132) as an intermediary between server 102, actionfigure 106, and/or accessory 108, it is understood that (to the extentpossible) receipt and transmission of information between server 102,action figure 106, and/or accessory 108 may be performed without theneed for user device 104 as an intermediary.

In some implementations, the various computers and subsystemsillustrated in FIG. 1 may comprise one or more computing devices thatare programmed to perform the functions described herein. The computingdevices may include one or more electronic storages (e.g., electronicstorage 160, or other electric storages), one or more physicalprocessors programmed with one or more computer program instructions,and/or other components. The computing devices may include communicationlines, or ports to enable the exchange of information with a network orother computing platforms. The computing devices may include a pluralityof hardware, software, and/or firmware components operating together toprovide the functionality attributed herein to the servers. For example,the computing devices may be implemented by a cloud of computingplatforms operating together as the computing devices.

The electronic storages may comprise non-transitory storage media thatelectronically stores information. The electronic storage media of theelectronic storages may include one or both of system storage that isprovided integrally (e.g., substantially non-removable) with the serversor removable storage that is removably connectable to the servers via,for example, a port (e.g., a USB port, a firewire port, etc.) or a drive(e.g., a disk drive, etc.). The electronic storages may include one ormore of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. The electronicstorages may include one or more virtual storage resources (e.g., cloudstorage, a virtual private network, and/or other virtual storageresources). The electronic storage may store software algorithms,information determined by the processors, information received from theservers, information received from client computing platforms, or otherinformation that enables the servers to function as described herein.

The processors may be programmed to provide information processingcapabilities in the servers. As such, the processors may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. In some implementations, the processors mayinclude a plurality of processing units. These processing units may bephysically located within the same device, or the processors mayrepresent processing functionality of a plurality of devices operatingin coordination. The processors may be programmed to execute computerprogram instructions to perform functions described herein of subsystems110-156 or other subsystems. The processors may be programmed to executecomputer program instructions by software; hardware; firmware; somecombination of software, hardware, or firmware; and/or other mechanismsfor configuring processing capabilities on the processors.

It should be appreciated that the description of the functionalityprovided by the different subsystems 110-156 described herein is forillustrative purposes, and is not intended to be limiting, as any ofsubsystems 110-156 may provide more or less functionality than isdescribed. For example, one or more of subsystems 110-156 may beeliminated, and some or all of its functionality may be provided byother ones of subsystems 110-156. As another example, additionalsubsystems may be programmed to perform some or all of the functionalityattributed herein to one of subsystems 110-156.

Attention will now be turned to a more detailed description of variousimplementations comprising one or more features related to providinginteractive action figures and/or action figure accessories that havecorresponding virtual counterparts in a virtual environment. It shouldbe noted that features described herein may be implemented separately orin combination with one another.

Presentation of Virtual Counterparts Based on Action FigureState/Behavior

In an implementation, action figure state or behavior informationobtained from an action figure may be utilized to cause a virtualcounterpart of the action figure to exhibit a state or behavior (or a“virtual state or behavior”) that corresponds to a state or behavior ofthe action figure. A presentation of the virtual counterpart of theaction figure exhibiting the corresponding state or behavior in avirtual environment may be provided to a user of the virtualenvironment. In some implementations, state or behavior informationidentifying states or behaviors of multiple action figures oraccessories may be obtained from one or more of the action figures oraccessories. The state or behavior information may then be utilized tocause virtual counterparts of the action figures or accessories toexhibit virtual states or behaviors that correspond to states orbehaviors of the action figures or accessories. The virtual counterpartsmay then be presented exhibiting the corresponding virtual states (e.g.,certain poses, health levels, attack powers, defense strengths, physicalcharacteristics, or other states) or behaviors (e.g., actions or otherbehaviors).

In an implementation, interface communication subsystem 130 may detectaction figure 106 within a short wireless communication range of userdevice 104. Based on the detection of action figure 106, interfacecommunication subsystem 130 may establish a wireless connection betweenuser device 104 and action figure 106. Additionally, or alternatively,interface communication subsystem 130 may detect one or more accessories108, other action figures 106, or other objects within a short wirelesscommunication range of user device 104, and establish respectivewireless connections with the detected objects.

As an example, if interface communication subsystem 130 enables wirelesscommunication between user device 104 and the other object (e.g., actionfigure 106, accessory 108, etc.) via NFC technology, the other objectmay need to be within an NFC communication range in order for the otherobject to be detected and an NFC communication session to be establishedbetween user device 104 and the other object. As another example, ifinterface communication subsystem 130 enables wireless communicationbetween user device 104 and the other object via Bluetooth technology,the other object may need to be within a Bluetooth communication rangein order for the other object to be detected and a Bluetoothcommunication session to be established between user device 104 and theother object. As yet another example, if interface communicationsubsystem 130 enables wireless communication between user device 104 andthe other object via Wi-Fi technology, the other object may need to bewithin a Wi-Fi communication range in order for the other object to bedetected and a Wi-Fi communication session to be established betweenuser device 104 and the other object.

In one scenario, as shown in FIG. 2A, objects within area 202 may bewithin a wireless communication range of user device 104, and objectswithin area 204 may be within a wireless communication range of actionfigure 106. In the scenario of FIG. 2A, user device 104 and actionfigure 106 may establish a wireless connection with one another throughwhich the two devices may directly communicate with one another.Additionally, or alternatively, user device 104 and accessory 108 mayestablish a wireless connection with one another through which the twodevices may directly communicate with one another.

In another scenario, accessory 108 may provide information to userdevice 104 (or to a host of an associated virtual environment) bytransmitting the information to action figure 106 via a wirelessconnection established between action figure 106 and accessory 108. Uponreceipt of the information, action figure 106 may transmit theinformation to user device 104 via a wireless connection establishedbetween user device 104 and action figure 106. Accessory 108 may alsoreceive information from user device 104 through action figure 106. Inyet another other scenario, the roles of action figure 106 and accessory108 may be swapped such that user device 104 and accessory 108 may bewithin each other's respective wireless communication ranges, andaccessory 108 may relay information from action figure 106 to userdevice 104 or from user device 104 to action figure 106.

In yet another scenario, one or more action figures 106 may act asintermediaries between (i) one or more other action figures 106 (ortheir accessories 108) and (ii) user device 104 (or a host of anassociated virtual environment). As an example, user device 104 may notsupport enough wireless connections at a given time. As such, one ormore action figures 106 may act as intermediaries to limit the number ofwireless connections with user device 104. If, for example, an “army” ofaction figure 106 is used during gameplay, one or more action figures106 may act as intermediaries and establish wireless connections withuser device 104 and other action figures 106. Thus, the receipt andtransmission to/from the other action figures 106 may be performedthrough the intermediary action figures 106.

In a further scenario, with respect to FIG. 2B, area 202 may correspondto a Bluetooth communication range of user device 104, and area 204 maycorrespond to a Bluetooth communication range of action figure 106. Area206 may correspond to an NFC communication range of action figure 106,and area 208 may correspond to an NFC communication range of accessory108. As an example, user device 104 and action figure 106 may establisha Bluetooth communication session with one another through which the twodevices may directly communicate with one another. Action figure 106 andaccessory 108 may establish an NFC communication session with oneanother through which the two devices may directly communicate with oneanother.

In an implementation, specific wireless communication ranges of userdevices, action figures, action figure accessories, or other componentsmay be defined (e.g., customized by developers via a softwaredevelopment kit for the components). A defined wireless communicationrange of a component may, for example, be different from the wirelesscommunication range at which the component is capable of sending orreceiving information from other components. In one scenario, twoBluetooth-enabled devices may be capable of sending and receivinginformation to/from one another when they are at most 24 inches (orother distance) from one another based on their output signal powersettings. Nevertheless, wireless communication ranges may be defined forone or more of the devices so that the defined ranges (e.g., at most 12inches) are less than the ranges at which the devices are capable ofsending and receiving information to/from one another.

As an example, when information is received from another component(e.g., action figure 106, accessory 108, etc.) attempting to communicatewith user device 104, interface communication subsystem 130 maydetermine the distance of the other component from user device 104 and amaximum threshold distance that is defined for wireless communicationwith user device 104. Interface communication subsystem 140 may thencompare the distance of the other component and the maximum thresholddistance to determine whether to perform further processing on thereceived information. In one use case, responsive to a determinationthat the other component is no more the maximum threshold distance fromuser device 104, interface communication subsystem 130 may furtherprocess the information to identify the component, establish a wirelesscommunication session with the component, or perform other operationsbased on the information. On the other hand, responsive to adetermination that the other component is greater than the maximumthreshold distance from user device 104, interface communicationsubsystem 130 may ignore the received information and perform no furtherprocessing of the received information.

As an example, when information is received from another component(e.g., user device 104) attempting to communicate with action figure106, action figure communication subsystem 140 may determine thedistance of the other component from action figure 106 and a maximumthreshold distance that is defined for wireless communication withaction figure 106. Action figure communication subsystem 140 may thencompare the distance of the other component and the maximum thresholddistance to determine whether to perform further processing on thereceived information (e.g., perform further processing if the othercomponent is no more than the maximum threshold distance from actionfigure 106, ignore the received information if the other component isgreater than the maximum threshold distance from action figure 106,etc.).

In an implementation, the output power of wireless signals for one ormore components (e.g., a user device, an action figure, an action figureaccessory, etc.) may be set to a default value (e.g., based ontechnology) or to a customized value. As an example, a softwaredevelopment kit may enable a developer to set the output voltage ofwireless signals emitted by a user device, an action figure, an actionfigure accessory, or other component to a low output voltage, which maylimit the distance that the wireless signals can travel, but may extendthe battery life of the component. As another example, the softwaredevelopment kit may enable the developer to increase the output voltageof the wireless signals of the component to increase the distance thatthe wireless signals can travel.

It should be noted that, although some implementations described hereinare with respect to wireless communications between one or morecomponents of system 100, it is understood that (to the extent possible)communications between the components of system 100 may be performed viaone or more wired means. For example, server 102, user device 104,action figure 106, accessory 108, or other components of system 100 maybe directly connected to one another via a Universal Serial Bus (USB)connection, an Ethernet connection, or other wired means.

In an implementation, after a wireless connection between user device104 and action figure 106 is established, virtual interface subsystem132 may receive action figure state or behavior information from actionfigure 106 via the established wireless connection. The received actionfigure state or behavior information may, for example, compriseinformation identifying a state or behavior of action figure 106, astate or behavior of accessory 108 of action figure 106, a state orbehavior of one or more other action figures or their respectiveaccessories 108, or other state or behavior. As described hereinelsewhere, the action figure state or behavior information may begenerated (or otherwise obtained) by action figure 106 based on (i)sensor information obtained via one or more sensors of action figure106, (ii) state or behavior information related to virtual counterparts,(iii) information from accessories 108, (iv) information from otheraction figures 106, or (v) other information.

Virtual interface subsystem 132 may provide the action figure state orbehavior information to virtual environment subsystem 112. Based on theaction figure state or behavior information, virtual environmentsubsystem 112 may work with virtual counterpart subsystem 114 or virtualaction management subsystem 116 to cause one or more virtualcounterparts of action figure 106, the other action figures 106, ortheir respective accessories 108 to exhibit one or more correspondingstates or behaviors in a virtual environment. Additionally, oralternatively, virtual environment subsystem 112 may cause the virtualenvironment to exhibit one or more aspects based on the action figurestate or behavior information. A presentation of the virtualcounterparts in the virtual environment may be generated and provided tovirtual interface subsystem 132. Responsive to receiving thepresentation, virtual interface subsystem 132 may provide thepresentation of the virtual counterparts and the virtual environment toa user of user device 104 (e.g., via a display electronically coupled touser device 104, via a speaker electronically coupled to user device104, or other output device).

In an implementation, virtual interface subsystem 132 may receive actionfigure state information identifying a pose of action figure 106 (e.g.,from action figure 106 via a wireless connection established betweenuser device 104 and action figure 106). The state information may, forexample, comprise a pose identifier (e.g., which can be used to retrieveinformation to cause a virtual counterpart of action figure 106 toexhibit a corresponding pose), a position of a moveable part of actionfigure 106 relative to another part of action figure 106, an orientationof the moveable part of action figure 106 relative to another part ofaction figure 106, or other aspects related to the pose of action figure106. Moveable parts of an action figure may comprise the head (orheads), arms, legs, tails, other moveable appendages of the actionfigure, or other moveable parts.

Virtual interface 132 may provide the state information (identifying thepose of action figure 106) to virtual environment subsystem 112.Responsive to providing the state information, virtual interfacesubsystem 132 may obtain (from virtual environment subsystem 112) apresentation of a virtual counterpart of action figure 106 in a virtualenvironment exhibiting a virtual state or behavior (e.g., exhibiting apose that reflects the pose of action figure 106, performing a virtualaction associated with the pose of action figure 106, etc.). Virtualinterface subsystem 132 may then provide the presentation of the virtualcounterpart and the virtual environment to the user.

As an example, upon receipt of the state information, virtualenvironment subsystem 112 may cause the virtual counterpart to exhibit apose in the virtual environment that reflects the relative positions andorientations of the moveable parts of action figure 106. The stateinformation may identify the relative positions and orientations of themoveable parts of action figure 106. Based on the relative positions andorientations, one or more corresponding positions and orientations ofthe moveable parts of the virtual counterpart may be determined. Themoveable parts of the virtual counterpart may then be moved into thecorresponding positions and orientations so that the virtual counterpartexhibits a pose that reflects the relative positions and orientations ofthe moveable parts of action figure 106. In one scenario, for example,the head, arms, legs, or other moveable parts of the virtual counterpartmay be caused to exhibit relative positions and orientations thatcorrespond to the relative positions and orientations of the head, arms,legs, or other moveable parts of action figure 106, respectively (e.g.,same or similar relative positions and orientations).

In one use case, with respect to FIGS. 3A and 3B, action figure 106 anduser device 104 may establish a wireless connection with one anotherupon detecting each other in their respective wireless communicationranges. As shown in FIG. 3A, action figure 106 may be in a pose whereits arms 306 b and 306 c are extended and its leg 306 d is extendedsideways to appear as if action figure 106 is executing a kick. Forexample, a user may interact with action figure 106 by positioning andorienting moveable parts 306 a-306 e of action figure 106 to causeaction figure 106 to be in the particular pose. Action figure 106 maydetermine that it is currently exhibiting the pose (e.g., based onsensor information obtained via its sensors), and generate stateinformation identifying the pose. The state information may then betransmitted to user device 104 via the established wireless connection.User device 104 may transmit the state information to a host of avirtual environment in which a virtual counterpart 322 of action figure106 exists.

In another use case, upon receipt of the state information, a host ofthe virtual environment may cause virtual counterpart 322 to exhibit apose that reflects the pose of action figure 106. As indicated in FIG.3B, a presentation 324 of virtual counterpart 322 exhibiting the samepose as action figure 106 may be provided. For example, virtualcounterpart 322 may be presented in a pose where its arms 326 b and 326c are extended and its leg 326 d is extended sideways to appear as ifvirtual counterpart 322 is executing a kick, which is the same poseexhibited by action figure 106.

As another example, upon receipt of the state information (identifyingthe pose of action figure 106), virtual environment subsystem 112 maywork with virtual counterpart management subsystem 114 and/or virtualaction management subsystem 116 to cause the virtual counterpart ofaction figure 106 to exhibit a virtual action associated with theidentified pose in the virtual environment. In one use case, withrespect to FIG. 3B, the state information may comprise an identifier ofaction figure 106, information identifying the pose of action figure106, or other information. Virtual counterpart management subsystem 114may utilize the identifier to identify virtual counterpart 322 as thevirtual counterpart corresponding to action figure 106. Virtual actionmanagement subsystem 116 may utilize the information identifying thepose to identify a kicking action as the virtual action associated withthe identified pose (e.g., by querying a virtual action database usingthe information identifying the pose). Based on the identification ofvirtual counterpart 322 and the kicking action, virtual environmentsubsystem 122 may cause virtual counterpart 322 to perform the kickingaction in the virtual environment.

In an implementation, virtual interface subsystem 132 may receive actionfigure behavior information identifying a behavior of action figure 106,and provide the behavior information to virtual environment subsystem112 for further processing. As an example, the behavior information mayidentify one or more movements exhibited by one or more moveable partsof action figure 106. Based on a processing of the behavior information,virtual environment subsystem 112 may work with virtual counterpartmanagement subsystem 144 and/or virtual action management subsystem 116to determine one or more virtual actions (e.g., a fireball attack orother action) that correspond to the identified movements. Virtualenvironment subsystem 112 may then cause the virtual counterpart toexecute the corresponding actions in a virtual environment. Apresentation of the virtual counterpart exhibiting the correspondingactions and the virtual environment may be provided to a user of userdevice 104.

In one scenario, with respect to FIGS. 3A and 3B, a user may quicklymove leg 306 d of action figure 106 upward about 90 degrees. Virtualenvironment subsystem 112 may receive, from action figure 106, behaviorinformation identifying this upward 90 degree rotation of leg 306 d.Based on the behavior information, virtual action management subsystem116 may determine an action corresponding to the upward 90 degree legrotation that is to be executed by virtual counterpart 322. Thecorresponding action may, for example, comprise a kicking actionexecutable by virtual counterpart 322. As shown, virtual counterpart 322may execute the kicking action on a virtual object (e.g., a hiddentreasure chest) to unveil a hidden virtual object 328 (e.g., a diamond).

In an implementation, a set of predefined virtual actions that can beexecuted by one or more virtual counterparts may be stored in adatabase. As an example, the predefined virtual actions may be stored inassociation with one or more states or behaviors of action figures(e.g., poses of the action figures, movements of the action figures,etc.). When a state or behavior of an action figure is determined, thestate or behavior may be utilized as input to query the database todetermine at least one predefined virtual action associated with thestate or behavior. A virtual counterpart of the action figure may thenbe caused to execute the predefined virtual action in the virtualenvironment.

Generation/Obtainment of Action Figure State/Behavior Information

In an implementation, action figure state or behavior information may begenerated (or otherwise obtained) by an action figure based on sensorinformation obtained via one or more sensors of the action figure (orother information). The action figure state or behavior information maythen be provided to a device via a wireless connection establishedbetween the action figure and the device so that the action figure stateor behavior information may be utilized to cause a virtual counterpartof the action figure to exhibit a virtual state or behavior in a virtualenvironment that corresponds to a state or behavior of the actionfigure. In some implementations, state or behavior information relatedto an action figure accessory may be generated (or otherwise obtained)by the accessory based on sensor information obtained via one or moresensors of the accessory (or other information). The accessory state orbehavior information may be provided to: (i) an action figure (e.g.,with which the accessory is associated) via a wireless connectionestablished between the accessory and the action figure; or (ii) one ormore other devices via one or more wireless connections between theaccessory and the other devices, respectively.

In an implementation, action figure communication subsystem 140 maydetect a device (e.g., user device 104 or other device) within a shortwireless communication range of action figure 106. Based on thedetection of the device, action figure communication subsystem 140 mayestablish a wireless connection between action figure 106 and thedevice. As an example, action figure communication subsystem 140 maydetect one or more user devices 104, other action figures 106,accessories 108, or other objects within a short wireless communicationrange of action figure 106, and establish respective wirelessconnections with the detected objects. After establishing the respectivewireless connections, action figure 106 and the detected objects maycommunicate with one another via their respective wireless connections.

In an implementation, sensor subsystem 142 may obtain sensor informationvia one or more sensors of action figure 106. The sensors of actionfigure 106 may comprise one or more of magnetic field sensors,accelerometers, gyroscopes, proximity sensors, GPS sensors, impactsensors, water sensors, temperature sensors, cameras, or other sensors.As an example, acceleration force data for each of the three coordinateaxes may be obtained from one or more accelerometers. Magnetic fielddata may be obtained from one or more magnetic field sensors. Rate ofrotation data for the three coordinate axes may be obtained from one ormore gyroscopes. The acceleration force data and the magnetic field datamay be utilized to determine one or more positions, orientations, etc.,of action figure 106 or parts of action figure 106 (e.g., body, moveableappendixes, etc., depending on the locations of the respective sensors)relative to one another, the magnetic North pole, or other point ofreference. The acceleration force data and the rate of rotation data maybe utilized to determine one or more forward/back motions, up/downmotions, left/right motions, pitch motions, yaw motions, roll motions,etc., of action figure 106 or parts of action figure 106.

As another example, depth/distance information with respect to adistance of action figure 106 (or parts thereof) from one or more otherobjects may be obtained from one or more depth sensing cameras. Asanother example, wireless signal strength information with regard to oneor more signals from one or more other action figures 106, accessories108, user devices 104, or other wireless objects may be obtained fromwireless objects (e.g., Bluetooth, NFC, Wi-Fi, etc.) of action figure106. The wireless strength information or other information (GPS data,depth/distance information from depth sensing cameras, etc.) may beutilized to determine a distance of the other wireless objects relativeto action figure 106 (or parts thereof), a position/location of actionfigure 106 or the other wireless objects, or other information.

In one use case, with respect to FIG. 4A, action figure 402 may beequipped with a set of sensors in one or more of the areas 404 a-404 flocated on at the head, the arms/hands, the legs/feet, and the body,respectively. As an example, each area 404 a-404 f may comprise amagnetic field sensor, an accelerometer, a gyroscope, or other sensor.Sensor information obtained from sensors in one area 404 may be comparedwith sensor information obtained from sensors in one or more other areas404 to determine (i) a position or orientation of one area 404 relativeto one or more other areas 404, (ii) a movement of one area 404 relativeto one or more other areas 404, or (iii) other information.

Additionally, or alternatively, with respect to FIG. 4B, one or moreaccessories 406 a-406 f may be equipped with sensors, and action figure402 may wireless obtain sensor information from each of the accessories406 a-406 f that are equipped with sensors. Because the accessories 406a-406 f are designed to be attached to the head, arms/hands, legs/feet,and body, respectively, sensor information obtain from the accessoriesmay be utilized to determine (i) positions or orientations of one partof action figure 106 relative to another part of action figure 106, (ii)a movement of one part of action figure 106 relative to another part ofaction figure 106, or (iii) or other information.

In an implementation, state/behavior management subsystem 144 maygenerate action figure state or behavior information based on sensorinformation obtained via one or more sensors of action figure 106 (orother information). As an example, state/behavior management subsystem144 may determine a pose of action figure 106 (e.g., relative positionsand orientations of moveable parts of action figure 106) based on thesensor information (e.g., from one or more accelerometers, magneticfield sensors, cameras, or other sensors), and generate stateinformation identifying the pose of action figure 106. As anotherexample, state/behavior management subsystem 144 may determine one ormore movements performed by one or more moveable parts of action figure106 based on the sensor information (e.g., from one or moreaccelerometers, gyroscopes, cameras, or other sensors), and generatebehavior information identifying the movements of the moveable parts ofaction figure 106.

After generating the action figure state or behavior information,state/behavior management subsystem 144 may provide the action figurestate or behavior information to virtual interface subsystem 132 via awireless connection between action figure 106 and user device 104 (or toother components via one or more wireless connections between actionfigure 106 and a device hosting the other components, respectively).Virtual environment subsystem 112 may obtain the action figure state orbehavior information from virtual interface subsystem 132, and utilizethe action figure state or behavior information to cause a virtualcounterpart of action figure 106 to exhibit a state or behavior in avirtual environment that corresponds to a state or behavior of actionfigure 106.

In one scenario, with respect to FIG. 5, action figure 402 equipped withaccessories 406 a-406 f may be represented in a virtual environment byvirtual counterpart 502 equipped with virtual accessories thatcorrespond to accessories 406 a-406 f. Poses, actions, or other aspectsof virtual counterpart 502 may be controlled by interacting with actionfigure 402 or its accessories 406 a-406 f. As an example, when a usermanipulates the hands and arms of action figure 402 such that the handsare at the level of the head of action figure 402, state/behaviormanagement utilize sensor information obtained from sensors of actionfigure 406 at the time of the user manipulation to generate stateinformation identifying the positions of the hands and arms relative tothe body of action figure 402. The state information may subsequently beprovided to virtual environment subsystem 112 that utilizes the stateinformation to cause virtual counterpart 502 to exhibit a pose thatreflects the relative positions of the hands and arms of action figure402 identified in the state information. As shown in FIG. 5, forexample, virtual counterpart is presented in the virtual environmentwith its hands and arms raised such that the hands are at the level ofits head while getting ready to battle another character entity 506.

In an implementation, sensor information obtained from one or moresensors of action figure 106 (or other sensors) may comprise movementinformation related to a movement of action figure 106 (or partsthereof). The movement information may, for example, comprisedirectional information related to a direction of a movement of one ormore moveable parts of action figure 106, distance information relatedto a distance covered by the movement of the moveable parts, velocityinformation related to a velocity of the movement of the moveable parts,acceleration information related to an acceleration of the movement ofthe moveable parts, or other information. In a further implementation,state/behavior management subsystem 144 may generate action figure stateor behavior information based on the directional information, thedistance information, the velocity information, the accelerationinformation, or other information.

As an example, the directional information, the distance information,the velocity information, or the acceleration information may beutilized to generate state information identifying a pose of actionfigure 106 (e.g., a pose identifier, positions and orientations ofmoveable parts relative to a body of action figure 106, or otherinformation identifying a pose of action figure 106). In one use case,state/behavior management subsystem 144 may utilize a prior pose (orprior positions and orientations of action figure 106 or parts thereof)along with the movement information to determine a current pose ofaction figure 106. In another use case, other sensor information (orother information) may be utilized to determine a current pose of actionfigure 106.

As another example, the directional information, the distanceinformation, the velocity information, or the acceleration informationmay be utilized to generate behavior information identifying one or morepredefined movements performed by action figure 106 (e.g., predefinedgestures, combination of movements by one or more moveable parts, etc.).In one use case, the predefined movements may correspond to one or morevirtual actions executable by a virtual counterpart of action figure 106in a virtual environment. For example, upon receipt of behaviorinformation identifying a first predefined movement (e.g., circularrotation of arms of action figure 106 or other movement), virtualenvironment subsystem 112 may cause the virtual counterpart to execute afirst virtual action corresponding to the predefined movement (e.g., afireball attack or other action). A presentation of the virtualcounterpart executing the corresponding first action in the virtualenvironment may be generated and provided to a user of user device 104.

Customization of Virtual Responses to Action Figure State/Behavior

In an implementation, developers (or other users) may be enabled toassociate one or more states or behaviors of action figure types withone or more virtual states or behaviors of corresponding virtualcounterpart types in a virtual environment such that, when actionfigures of the action figure types exhibit the states or behaviors,virtual counterparts of the action figures are caused to exhibit thevirtual states or behaviors in the virtual environment, respectively. Agiven action figure type may, for example, comprise action figures thatrepresent a given species or breed of character entities, action figuresthat represent a given character entity, etc.

As an example, a software development kit that enable developers torequest the foregoing associations of the states or behaviors with thevirtual states or behaviors for one or more virtual environments.Responsive to the association requests, one or more definitionsindicating the foregoing associations may be stored so that, when actionfigure information identifying a state or behavior of an action figureis received, the stored definitions may be utilized to determine acorresponding virtual state or behavior for a virtual counterpart of theaction figure to exhibit in the virtual environment. In this way, forexample, control of virtual counterparts of action figures in one ormore virtual environments may be customizable, for example, bydevelopers of entities that design, create, or manufacture the actionfigures, the virtual counterparts, or the virtual environments,respectively. Additionally, or alternatively, control of virtualcounterparts of action figures in one or more virtual environments maybe customizable by users of the virtual environments.

It should be noted that, although implementations described herein arewith respect to action figures and action figure types, it is understoodthat (to the extent possible) action figure accessories and accessorytypes may be used in place of action figures and accessory types,respectively. As an example, in some implementations, developers (orother users) may be enabled to associate one or more states or behaviorsof action figure accessory types with one or more virtual states orbehaviors of corresponding virtual counterpart types in a virtualenvironment such that, when action figure accessories of the actionfigure accessory types exhibit the states or behaviors, virtualcounterparts of the action figure accessories are caused to exhibit thevirtual states or behaviors in the virtual environment, respectively.

In an implementation, development management subsystem 118 may provide asoftware development kit that enables a developer to associate a stateor behavior of an action figure type with a virtual state or behavior ofa corresponding virtual counterpart in a virtual environment such that,when an action figure of the action figure type exhibits the state orbehavior, a virtual counterpart of the action figure is caused toexhibit the virtual state or behavior in the virtual environment.

As an example, development management subsystem 118 may receive, via thesoftware development kit, a request to associate a state or behavior, afirst action figure type, and/or a first virtual state or behavior of acorresponding first virtual counterpart type in a virtual environmentsuch that, when a first action figure of the first action figure typeexhibits the state or behavior, a first virtual counterpart of the firstaction figure is caused to exhibit the first virtual state or behaviorin the virtual environment. Responsive to receiving the associationrequest, development management subsystem 118 may work with virtualcounterpart management subsystem 114 or virtual action managementsubsystem 116 to store a first definition indicating the association ofthe state or behavior, the first action figure type, and/or the firstvirtual state or behavior with one another.

When first action figure information identifying the first action figureexhibiting the state or behavior is received, virtual environmentsubsystem 112 may utilize the first action figure information toidentify a first virtual counterpart (of the first action figure in thevirtual environment) and a corresponding virtual state or behavior forthe first virtual counterpart. The first action figure information may,for example, comprise an identifier of the first action figure,information identifying the state or behavior with respect to one ormore moveable parts of the first action figure, or other information.Virtual environment subsystem 112 may work with virtual counterpartmanagement subsystem 114 to identify the first virtual counterpart basedon the identifier of the first action figure (e.g., by querying avirtual counterpart database using the identifier), and with virtualaction management subsystem 116 to identify the first virtual state orbehavior based on the state or behavior (e.g., by obtaining the firstdefinition by querying a database using the information identifying thestate or behavior). Based on the identification of the first virtualcounterpart and the first virtual state or behavior, a presentation ofthe first virtual counterpart exhibiting the first virtual state orbehavior in the virtual environment may be provided.

As a further example, development management subsystem 118 may receive,via the software development kit, a request to associate the state orbehavior, a second action figure type, and/or a second virtual state orbehavior of a corresponding second virtual counterpart type in thevirtual environment such that, when a second action figure of the secondaction figure type exhibits the state or behavior, a second virtualcounterpart of the second action figure is caused to exhibit the secondvirtual state or behavior in the virtual environment. Responsive toreceiving the association request, development management subsystem 118may work with virtual counterpart management subsystem 114 or virtualaction management subsystem 116 to store a second definition indicatingthe association of the state or behavior, the second action figure type,and/or the second virtual state or behavior with one another.

When second action figure information identifying the second actionfigure exhibiting the state or behavior is received, virtual environmentsubsystem 112 may utilize the second action figure information toidentify a second virtual counterpart (of the second action figure inthe virtual environment) and a corresponding virtual state or behaviorfor the second virtual counterpart. The second action figure informationmay, for example, comprise an identifier of the second action figure,information identifying the state or behavior with respect to one ormore moveable parts of the second action figure, or other information.Virtual environment subsystem 112 may work with virtual counterpartmanagement subsystem 114 to identify the second virtual counterpartbased on the identifier of the second action figure (e.g., by querying avirtual counterpart database using the identifier), and with virtualaction management subsystem 116 to identify the second virtual state orbehavior based on the state or behavior (e.g., by obtaining the seconddefinition by querying a database using the information identifying thestate or behavior). Based on the identification of the second virtualcounterpart and the second virtual state or behavior, a presentation ofthe second virtual counterpart exhibiting the second virtual state orbehavior in the virtual environment may be provided.

In one use case, Table 1 below provides examples representing at least aportion of definitions that are stored based on requests (received fromdevelopers via a software development kit) to associate states orbehaviors, action figure types, and virtual states or behaviors ofcorresponding virtual counterpart types in a virtual environment (e.g.,Virtual Environment X). The definitions may, of course, comprise one ormore additional attributes not shown in Table 1, and/or be without oneor more of the attributes (e.g., state or behavior, action figure type,virtual state or behavior, virtual environment, etc.) shown in Table 1.

TABLE 1 State or Behavior Action Fig. Type Virtual State or BehaviorVirtual Envr. Arms Up in a Vertical Action Figure A Meditation(Increased Virtual Direction Relative to Healing Mode) Environment X theBody Arms Up in a Vertical Action Figure B Summoning for Help VirtualDirection Relative to (E.g., Summoning Another Environment X the BodyCharacter to Assist in Battle) 90 Degree Rotation of Action Figure ABlue Fireball Attack Virtual Both Arms in a Down Environment X toForward Motion 90 Degree Rotation of Action Figure B Red Fireball AttackVirtual Both Arms in a Down Environment X to Forward Motion . . . . . .. . . . . .

In an implementation, with respect to Table 1 above, a state or behaviorassociated with a first action figure type (e.g., Action Figure A) and afirst virtual state or behavior (e.g., Meditation) of a correspondingfirst virtual counterpart type in a virtual environment (e.g., VirtualEnvironment X) may comprise a pose of an action figure (e.g., Arms Up ina Vertical Direction Relative to the Body). As indicated in Table 1above, the state or behavior (or the pose of the action figure) may alsobe associated with a second action figure type (e.g., Action Figure B)and a second virtual state or behavior (e.g., Summoning for Help) of acorresponding second virtual counterpart type in the virtualenvironment. The association of the pose of the action figure, the firstaction figure type, and the first virtual state or behavior may bestored as at least part of one definition in a database responsive to afirst association request. The association of the pose of the actionfigure, the second action figure type, and the second virtual state orbehavior may be stored as at least part of another definition in thedatabase responsive to a second association request.

In an implementation, with respect to Table 1 above, a state or behaviorassociated with a first action figure type (e.g., Action Figure A) and afirst virtual state or behavior (e.g., Blue Fireball Attack) of acorresponding first virtual counterpart type in a virtual environment(e.g., Virtual Environment X) may comprise movement of a moveable partof an action figure (e.g., 90 Degree Rotation of Both Arms in a Down toForward Motion). For example, the movement may comprise a movementpattern with respect to one or more moveable parts of the action figure(e.g., rotating both arms of the action figure in a 90 degree down toforward motion). As indicated in Table 1 above, the state or behavior(or the movement pattern) may also be associated with a second actionfigure type (e.g., Action Figure B) and a second virtual state orbehavior (e.g., Red Fireball Attack) of a corresponding second virtualcounterpart type in the virtual environment. The association of themovement pattern, the first action figure type, and the first virtualstate or behavior may be stored as at least part of one definition in adatabase responsive to a first association request. The association ofthe movement pattern, the second action figure type, and the secondvirtual state or behavior may be stored as at least part of anotherdefinition in the database responsive to a second association request.

In an implementation, developers (or other users) may be enabled tocustomize control of virtual counterparts of action figures in multiplevirtual environments. As an example, different virtual counterparts mayrepresent a single action figure in the respective virtual environmentsin which the virtual counterparts exist. Each of the virtualcounterparts may be associated with a set of virtual states or behaviorsthat is the same or different from one or more of the other sets ofvirtual states or behaviors associated with the other virtualcounterparts. Development management subsystem 118 (and/or othercomponents of system 100) may enable developers to associate aparticular state or behavior of an action figure type with virtualstates or behaviors of corresponding virtual counterpart types in therespective virtual environments such that, when an action figure of theaction figure type exhibits the state or behavior during a sessionassociated with one of the virtual environments, a virtual counterpartof the action figure in the virtual environment may be caused to exhibitthe associated virtual state or behavior for the virtual environment.

In an implementation, a software development kit that enables adeveloper to associate a state or behavior of an action figure type withone or more virtual states or behaviors of corresponding virtualcounterparts in one or more virtual environments may be provided. Suchassociations enabled by the software development kit may, for example,cause a virtual counterpart (of an action figure of the action figuretype) in a respective virtual environment to exhibit an associatedvirtual state or behavior for the virtual environment.

As an example, development management subsystem 118 may receive, via thesoftware development kit, a request to associate a state or behavior, anaction figure type, and/or a first virtual state or behavior of acorresponding first virtual counterpart type in a first virtualenvironment such that, when an action figure of the action figure typeexhibits the state or behavior, a first virtual counterpart of theaction figure is caused to exhibit the first virtual state or behaviorin the first virtual environment. Responsive to receiving theassociation request, development management subsystem 118 may work withvirtual counterpart management subsystem 114 or virtual actionmanagement subsystem 116 to store a first definition indicating theassociation of the state or behavior, the action figure type, and/or thefirst virtual state or behavior with one another.

As another example, development management subsystem 117 may receive,via the software development kit, a request to associate the state orbehavior, the action figure type, and/or a second virtual state orbehavior of a corresponding second virtual counterpart type in a secondvirtual environment such that, when an action figure of the actionfigure type exhibits the state or behavior, a second virtual counterpartof the action figure is caused to exhibit the second virtual state orbehavior in the virtual environment. Responsive to receiving theassociation request, development management subsystem 118 may work withvirtual counterpart management subsystem 114 or virtual actionmanagement subsystem 116 to store a second definition indicating theassociation of the state or behavior, the second action figure type,and/or the second virtual state or behavior with one another. As such,multiple definitions (e.g., the foregoing first definition, seconddefinition, or other definitions) indicating the associations of thesame state or behavior of the same action figure type with differentvirtual states or behaviors for multiple virtual environments may bestored.

As a further example, when first action figure information identifyingthe action figure exhibiting the state or behavior is received (e.g.,from the action figure) during a first session associated with the firstvirtual environment, virtual environment subsystem 112 may utilize thefirst action figure information to identify a first virtual counterpart(of the action figure in the first virtual environment) and acorresponding virtual state or behavior for the first virtualcounterpart. The first action figure information may, for example,comprise an identifier of the action figure, information identifying thestate or behavior with respect to one or more moveable parts of thefirst action figure, or other information. Virtual environment subsystem112 may work with virtual counterpart management subsystem 114 toidentify the first virtual counterpart based on the identifier of theaction figure (e.g., by querying a virtual counterpart database usingthe identifier with respect to the first virtual environment), and withvirtual action management subsystem 116 to identify the first virtualstate or behavior based on the state or behavior (e.g., by obtaining thefirst definition by querying a database using the informationidentifying the state or behavior). Based on the identification of thefirst virtual counterpart and the first virtual state or behavior, apresentation of the first virtual counterpart exhibiting the firstvirtual state or behavior in the first virtual environment may beprovided.

When second action figure information identifying the second actionfigure exhibiting the state or behavior is received (e.g., from theaction figure) during a second session associated with the secondvirtual environment, virtual environment subsystem 112 may utilize thesecond action figure information to identify a second virtualcounterpart (of the action figure in the second virtual environment) anda corresponding virtual state or behavior for the second virtualcounterpart. The second action figure information may, for example,comprise an identifier of the action figure, information identifying thestate or behavior with respect to one or more moveable parts of theaction figure, or other information. Virtual environment subsystem 112may work with virtual counterpart management subsystem 114 to identifythe second virtual counterpart based on the identifier of the actionfigure (e.g., by querying a virtual counterpart database using theidentifier), and with virtual action management subsystem 116 toidentify the second virtual state or behavior based on the state orbehavior (e.g., by obtaining the second definition by querying adatabase using the information identifying the state or behavior). Basedon the identification of the second virtual counterpart and the secondvirtual state or behavior, a presentation of the second virtualcounterpart exhibiting the second virtual state or behavior in thevirtual environment may be provided.

In one scenario, Table 2 below provides examples representing at least aportion of definitions that are stored based on requests (received fromdevelopers via a software development kit) to associate states orbehaviors, action figure types, and virtual states or behaviors ofcorresponding virtual counterpart types in multiple virtual environments(e.g., Virtual Environment X and Virtual Environment Y). The definitionsmay, of course, comprise one or more additional attributes not shown inTable 2, and/or be without one or more of the attributes (e.g., state orbehavior, action figure type, virtual state or behavior, virtualenvironment, etc.) shown in Table 2.

TABLE 2 State or Behavior Action Fig. Type Virtual State or BehaviorVirtual Envr. Arms Up in a Vertical Action Figure A Meditation(Increased Virtual Direction Relative to Healing Mode) Environment X theBody Arms Up in a Vertical Action Figure A High Jump Virtual DirectionRelative to Environment Y the Body 90 Degree Rotation of Action Figure ABlue Fireball Attack Virtual Both Arms in a Down Environment X toForward Motion 90 Degree Rotation of Action Figure A Rapid Series ofPunches Virtual Both Arms in a Down Environment Y to Forward Motion 90Degree Rotation of Action Figure A Blue Flaming Kick Attack VirtualRight Leg in a Down Environment X to Forward Motion 90 Degree Rotationof Action Figure A Rotating Kick in a Tornado Virtual Right Leg in aDown Fashion Environment Y to Forward Motion . . . . . . . . . . . .

In an implementation, with respect to Table 2 above, a state or behaviorassociated with an action figure type (e.g., Action Figure A) and afirst virtual state or behavior (e.g., Meditation) of a correspondingvirtual counterpart type in a first virtual environment (e.g., VirtualEnvironment X) may comprise a pose of an action figure (e.g., Arms Up ina Vertical Direction Relative to the Body). As indicated in Table 2above, the same pose and the same action figure type may also beassociated with a second virtual state or behavior (e.g., High Jump) ofa corresponding virtual counterpart type in a second virtual environment(e.g., Virtual Environment Y). The association of the pose of the actionfigure, the action figure type, and the first virtual state or behaviormay be stored as at least part of one definition in a databaseresponsive to a first association request. The association of the poseof the action figure, the action figure type, and the second virtualstate or behavior may be stored as at least part of another definitionin the database responsive to a second association request.

In an implementation, with respect to Table 2 above, a state or behaviorassociated with an action figure type (e.g., Action Figure A) and afirst virtual state or behavior (e.g., Blue Fireball Attack, BlueFlaming Kick Attack, etc.) of a corresponding virtual counterpart typein a first virtual environment (e.g., Virtual Environment X) maycomprise movement of a moveable part of an action figure (e.g., 90Degree Rotation of Both Arms in a Down to Forward Motion, 90 DegreeRotation of Right Leg in a Down to Forward Motion, etc.). For example,the movement may comprise a movement pattern with respect to one or moremoveable parts of the action figure (e.g., rotating both arms of theaction figure in a 90 degree down to forward motion, rotating the rightleg of the action figure in a 90 degree down to forward motion, etc.).As indicated in Table 2 above, the same state or behavior (or movementpattern) and action figure type may also be associated with a secondvirtual state or behavior (e.g., Rapid Series of Punches, Rotating Kickin a Tornado Fashion, etc.) of a corresponding virtual counterpart typein a second virtual environment. The association of the movementpattern, the action figure type, and the first virtual state or behaviormay be stored as at least part of one definition in a databaseresponsive to a first association request. The association of themovement pattern, the action figure type, and the second virtual stateor behavior may be stored as at least part of another definition in thedatabase responsive to a second association request.

Exemplary Data Flow

FIG. 6 is an exemplary illustration of a data flow related to providinginteractive action figures or action figure accessories that havecorresponding virtual counterparts in a virtual environment, inaccordance with an aspect of the invention.

As an example, with respect to FIG. 6, sensor information collected bysensor(s) 602 may be provided to processor(s) 604. Processor(s) 604 mayutilize the sensor information to generate state or behaviorinformation, and provide the state or behavior information to userdevice 104 via wireless communication device(s) 606. User device 104 mayrelay the state or behavior information to virtual environment host 620that processes the state or behavior information to determine poses,actions, other aspects to be exhibited by a virtual counterpart ofaction figure 106 in a virtual environment. Based on suchdeterminations, virtual environment host 620 may generate a presentationof the virtual counterpart and the virtual environment, and provide thepresentation to user device 104 for display to a user of the virtualenvironment. A virtual environment host may, for example, comprise oneor more virtual universe servers, game servers, or other components thathost the virtual environment (e.g., a virtual space, a game space, avirtual universe, or other virtual environment).

As another example, with respect to FIG. 6, virtual environment host 620may provide notifications to action figure 106 via user device 104.Processor(s) 604 may process the notifications to generate apresentation (or indications) related to the notifications that providedto a user of the virtual environment via presentation output device(s)608.

Exemplary Flowcharts

FIGS. 7 and 8 comprise exemplary illustrations of flowcharts ofprocessing operations of methods that enable the various features andfunctionality of the system as described in detail above. The processingoperations of each method presented below are intended to beillustrative and non-limiting. In some implementations, for example, themethods may be accomplished with one or more additional operations notdescribed, and/or without one or more of the operations discussed.Additionally, the order in which the processing operations of themethods are illustrated (and described below) is not intended to belimiting.

In some implementations, the methods may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of the methods in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of the methods.

FIG. 7 is an exemplary illustration of a flowchart of a method 700 ofproviding a software development kit to enable configuration of virtualcounterparts of action figures, in accordance with an aspect of theinvention.

In an operation 702, a software development kit that enables a developerto associate one or more states or behaviors of action figure types withone or more virtual states or behaviors of corresponding virtualcounterpart types in a virtual environment may be provided. As anexample, the association of the states or behaviors with the virtualstates or behaviors may cause virtual counterparts of action figures ofthe action figure types to exhibit the virtual states or behaviors inthe virtual environment when the action figures exhibit the states orbehaviors, respectively. Operation 702 may be performed by a developmentmanagement subsystem that is the same as or similar to developmentmanagement subsystem 118, in accordance with one or moreimplementations.

In an operation 704, a request to associate a state or behavior, a firstaction figure type, a first virtual state or behavior of a correspondingvirtual counterpart type in the virtual environment may be received viathe software development kit. The request to associate the foregoingitems may, for example, comprise a request to associate the foregoingitems such that, when a first action figure of the first action figuretype exhibits the state or behavior, a first virtual counterpart of thefirst action figure is caused to exhibit the first virtual state orbehavior in the virtual environment. Operation 704 may be performed by avirtual counterpart management subsystem or virtual action managementsubsystem that are the same as or similar to virtual counterpartmanagement subsystem 114 or virtual action management subsystem 116, inaccordance with one or more implementations.

In an operation 706, a first definition may be stored based on therequest to associate the state or behavior, the first action figuretype, and the first virtual state or behavior. As an example, the storedfirst definition may indicate the association of the state or behavior,the first action figure type, and the first virtual state or behavior.Operation 706 may be performed by a virtual counterpart managementsubsystem or virtual action management subsystem that are the same as orsimilar to virtual counterpart management subsystem 114 or virtualaction management subsystem 116, in accordance with one or moreimplementations.

In an operation 708, a request to associate the state or behavior, asecond action figure type, and a second virtual state or behavior of acorresponding second virtual counterpart in the virtual environment maybe received via the software development kit. The request to associatethe foregoing items may, for example, comprise a request to associatethe foregoing items such that, when a second action figure of the secondaction figure type exhibits the state or behavior, a second virtualcounterpart of the second action figure is caused to exhibit the secondvirtual state or behavior in the virtual environment. Operation 708 maybe performed by a virtual counterpart management subsystem or virtualaction management subsystem that are the same as or similar to virtualcounterpart management subsystem 114 or virtual action managementsubsystem 116, in accordance with one or more implementations.

In an operation 710, a second definition may be stored based on therequest to associate the state or behavior, the second action figuretype, and the second virtual state or behavior. As an example, thesecond definition may indicate the association of the state or behavior,the second action figure type, and the second virtual state or behavior.Operation 710 may be performed by a virtual counterpart managementsubsystem or virtual action management subsystem that are the same as orsimilar to virtual counterpart management subsystem 114 or virtualaction management subsystem 116, in accordance with one or moreimplementations.

In an operation 712, first action figure information (identifying thefirst action figure exhibiting the state or behavior) may be receivedfrom the first action figure (of the first action figure type). As anexample, the first action figure information may comprise an identifierof the first action figure, information identifying the state orbehavior with respect to one or more moveable parts of the first actionfigure, or other information. The moveable parts of the first actionfigure may comprise moveable appendages of the first action figure orother moveable parts. Operation 712 may be performed by a virtualenvironment subsystem that is the same as or similar to virtualenvironment subsystem 112, in accordance with one or moreimplementations.

In an operation 714, a presentation of a first virtual counterpart ofthe first action figure exhibiting the first state or behavior in thevirtual environment may be provided based on the first action figureinformation and the first definition. Operation 714 may be performed bya virtual environment subsystem that is the same as or similar tovirtual environment subsystem 112, in accordance with one or moreimplementations.

In an operation 716, second action figure information (identifying thesecond action figure exhibiting the state or behavior) may be receivedfrom the second action figure (of the second action figure type). As anexample, the second action figure information may comprise an identifierof the second action figure, information identifying the state orbehavior with respect to one or more moveable parts of the second actionfigure, or other information. The moveable parts of the second actionfigure may comprise moveable appendages of the second action figure orother moveable parts. Operation 716 may be performed by a virtualenvironment subsystem that is the same as or similar to virtualenvironment subsystem 112, in accordance with one or moreimplementations.

In an operation 718, a presentation of a second virtual counterpart ofthe second action figure exhibiting the second virtual state or behaviorin the virtual environment may be provided based on the second actionfigure information and the second definition. Operation 718 may beperformed by a virtual environment subsystem that is the same as orsimilar to virtual environment subsystem 112, in accordance with one ormore implementations.

FIG. 8 is an exemplary illustration of a flowchart of a method 800 offacilitating custom control of virtual counterparts of action figures inmultiple virtual environments, in accordance with an aspect of theinvention.

In an operation 802, a request to associate a state or behavior, anaction figure type, and a first virtual state or behavior of acorresponding virtual counterpart type in a first virtual environmentmay be received. The request to associate the foregoing items may, forexample, comprise a request to associate the foregoing items such that,when an action figure of the action figure type exhibits the state orbehavior, a first virtual counterpart of the action figure in the firstvirtual environment is caused to exhibit the first virtual state orbehavior. Operation 802 may be performed by a development managementsubsystem that is the same as or similar to development managementsubsystem 118, in accordance with one or more implementations.

In an operation 804, a first definition may be stored based on therequest to associate the state or behavior, the action figure type, andthe first virtual or behavior. As an example, the stored firstdefinition may indicate the association of the state or behavior, theaction figure type, and the first virtual state or behavior. Operation804 may be performed by a virtual counterpart management subsystem orvirtual action management subsystem that are the same as or similar tovirtual counterpart management subsystem 114 or virtual actionmanagement subsystem 116, in accordance with one or moreimplementations.

In an operation 806, a request to associate the state or behavior, theaction figure type, and a second virtual state or behavior of acorresponding virtual counterpart in a second virtual environment may bereceived. The request to associate the foregoing items may, for example,comprise a request to associate the foregoing items such, when theaction figure exhibits the state or behavior, a second virtualcounterpart of the action figure in the second virtual environment iscaused to exhibit the second virtual state or behavior. Operation 806may be performed by a development management subsystem that is the sameas or similar to development management subsystem 118, in accordancewith one or more implementations.

In an operation 808, a second definition may be stored based on therequest to associate the state or behavior, the action figure type, andthe second virtual state or behavior. As an example, the seconddefinition may indicate the association of the state or behavior, theaction figure type, and the second virtual state or behavior. Operation808 may be performed by a virtual counterpart management subsystem orvirtual action management subsystem that are the same as or similar tovirtual counterpart management subsystem 114 or virtual actionmanagement subsystem 116, in accordance with one or moreimplementations.

In an operation 810, first action figure information (identifying theaction figure exhibiting the state or behavior) may be received from theaction figure during a first session associated with the first virtualenvironment. As an example, the first action figure information maycomprise an identifier of the action figure, information identifying thestate or behavior with respect to one or more moveable parts of theaction figure, or other information. The moveable parts of the actionfigure may comprise moveable appendages of the action figure or othermoveable parts. Operation 810 may be performed by a virtual environmentsubsystem that is the same as or similar to virtual environmentsubsystem 112, in accordance with one or more implementations.

In an operation 812, a presentation of the first virtual counterpart (ofthe action figure in the first virtual environment) exhibiting the firstvirtual state or behavior in the first virtual environment may beprovided based on the first action figure information and the firstdefinition. Operation 812 may be performed by a virtual environmentsubsystem that is the same as or similar to virtual environmentsubsystem 112, in accordance with one or more implementations.

In an operation 814, second action figure information (identifying theaction figure exhibiting the state or behavior) may be received from theaction figure during a second session associated with the second virtualenvironment. As an example, the second action figure information maycomprise an identifier of the action figure, information identifying thestate or behavior with respect to the moveable parts of the actionfigure, or other information. Operation 814 may be performed by avirtual environment subsystem that is the same as or similar to virtualenvironment subsystem 112, in accordance with one or moreimplementations.

In an operation 816, a presentation of the second virtual counterpart(of the action figure in the second virtual environment) exhibiting thesecond virtual state or behavior in the second virtual environment maybe provided based on the second action figure information and the seconddefinition. Operation 816 may be performed by a virtual environmentsubsystem that is the same as or similar to virtual environmentsubsystem 112, in accordance with one or more implementations.

Although the present invention has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the invention isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the scope of the appended claims. For example, it is to beunderstood that the present invention contemplates that, to the extentpossible, one or more features of any implementation can be combinedwith one or more features of any other implementation.

What is claimed is:
 1. A method of providing a software development kitto enable configuration of virtual counterparts of action figures, themethod being implemented on a computer system that includes one or morephysical processors executing computer program instructions, which whenexecuted, perform the method, the method comprising: providing, by thecomputer system, a software development kit that enables a developer toassociate a state or behavior of an action figure type with a virtualstate or behavior of a corresponding virtual counterpart type in avirtual environment such that, when an action figure of the actionfigure type exhibits the state or behavior, a virtual counterpart of theaction figure is caused to exhibit the virtual state or behavior in thevirtual environment; receiving, at the computer system, via the softwaredevelopment kit, a first request to associate a first state or behavior,a first action figure type, and a first virtual state or behavior of acorresponding first virtual counterpart type in a first virtualenvironment such that, when a first action figure of the first actionfigure type exhibits the first state or behavior, a first virtualcounterpart of the first action figure is caused to exhibit the firstvirtual state or behavior in the first virtual environment; storing, bythe computer system, a first definition indicating the association ofthe first state or behavior, the first action figure type, and the firstvirtual state or behavior; receiving, at the computer system, via thesoftware development kit, a second request to associate the first stateor behavior, a second action figure type, a second virtual state orbehavior of a corresponding second virtual counterpart type in the firstvirtual environment such that, when a second action figure of the secondaction figure type exhibits the first state or behavior, a secondvirtual counterpart of the second action figure is caused to exhibit thesecond virtual state or behavior in the first virtual environment,wherein the second action figure type is different from the first actionfigure type, and the second virtual state or behavior is different fromthe first virtual state or behavior; and storing, by the computersystem, a second definition indicating the association of the firststate or behavior, the second action figure type, and the second virtualstate or behavior.
 2. The method of claim 1, further comprising:receiving, at the computer system, from the first action figure, firstaction figure information identifying the first action figure exhibitingthe first state or behavior with respect to one or more first moveableparts of the first action figure; presenting, by the computer system,based on the first action figure information and the first definition,the first virtual counterpart exhibiting the first virtual state orbehavior in the first virtual environment; receiving, at the computersystem, from a second action figure, second action figure informationidentifying the second action figure exhibiting the first state orbehavior with respect to one or more second moveable parts of the secondaction figure; and presenting, by the computer system, based on thesecond action figure information and the second definition, the secondvirtual counterpart exhibiting the second virtual state or behavior inthe first virtual environment.
 3. The method of claim 2, wherein the oneor more first moveable parts of the first action figure comprises one ormore first movable appendages of the first action figure, and the one ormore second moveable parts of the second action figure comprises one ormore second movable appendages of the second action figure.
 4. Themethod of claim 1, wherein the first state or behavior comprises a firststate corresponding to a first pose with respect to one or more moveableparts.
 5. The method of claim 1, wherein the first state or behaviorcomprises a first behavior corresponding to movement of a moveable partin a first direction.
 6. The method of claim 1, wherein the first stateor behavior comprises a first behavior corresponding to a first movementpattern with respect to one or more moveable parts.
 7. The method ofclaim 1, wherein the first virtual state or behavior comprises a firstaction of a first action type performable in the first virtualenvironment, and wherein the second virtual state or behavior comprisesa second action of a second action type performable in the first virtualenvironment that is different from the first action type.
 8. The methodof claim 1, further comprising: receiving, at the computer system, viathe software development kit, a third request to associate a secondstate or behavior, the first action figure type, and a third virtualstate or behavior of the corresponding first virtual counterpart typesuch that, when the first action figure exhibits the second state orbehavior, the first virtual counterpart is caused to exhibit the thirdvirtual state or behavior in the first virtual environment; storing, bythe computer system, a third definition indicating the association ofthe second state or behavior, the first action figure type, and thethird virtual state or behavior; receiving, at the computer system, viathe software development kit, a fourth request to associate the secondstate or behavior, the first action figure type, and a fourth virtualstate or behavior of a corresponding third virtual counterpart type in asecond virtual environment such that, when the first action figureexhibits the second state or behavior, a third virtual counterpart ofthe first action figure is caused to exhibit the fourth virtual state orbehavior in the second virtual environment, wherein the fourth virtualstate or behavior is different from the third virtual state or behavior;storing, by the computer system, a fourth definition indicating theassociation of the second state or behavior, the first action figuretype, and the fourth virtual state or behavior; receiving, at thecomputer system, from the first action figure during a first sessionassociated with the first virtual environment, third action figureinformation identifying the first action figure exhibiting the secondstate or behavior with respect to the one or more first moveable parts;presenting, by the computer system, based on the third action figureinformation and the third definition, during the first session, thefirst virtual counterpart exhibiting the third virtual state or behaviorin the first virtual environment; receiving, at the computer system,from the first action figure during a second session associated with thesecond virtual environment, fourth action figure information identifyingthe first action figure exhibiting the second state or behavior; andpresenting, by the computer system, based on the fourth action figureinformation and the fourth definition, during the second session, thefirst virtual counterpart exhibiting the fourth virtual state orbehavior in the second virtual environment.
 9. The method of claim 1,further comprising: receiving, at the computer system, via the softwaredevelopment kit, a third request to associate the first state orbehavior, a third action figure type, and a third virtual state orbehavior of a corresponding third virtual counterpart type in a secondvirtual environment such that, when a third action figure of the thirdaction figure type exhibits the first state or behavior, a third virtualcounterpart of the third action figure is caused to exhibit the thirdvirtual state or behavior in the second virtual environment; storing, bythe computer system, a third definition indicating the association ofthe first state or behavior, the third action figure, and the thirdvirtual state or behavior; receiving, at the computer system, from thethird action figure, third action figure information identifying thethird action figure exhibiting the first state or behavior with respectto one or more third moveable parts of the third action figure; andpresenting, by the computer system, based on the third action figureinformation and the third definition, the third virtual counterpartexhibiting the third virtual state or behavior in the second virtualenvironment.
 10. The method of claim 9, wherein the first action figure,the second action figure, and the third action figure are differentaction figures.
 11. A system for providing a software development kit toenable configuration of virtual counterparts of action figures, thesystem comprising: one or more physical processors programmed to executecomputer program instructions which, when executed, cause the one ormore physical processors to: provide a software development kit thatenables a developer to associate a state or behavior of an action figuretype with a virtual state or behavior of a corresponding virtualcounterpart type in a virtual environment such that, when an actionfigure of the action figure type exhibits the state or behavior, avirtual counterpart of the action figure is caused to exhibit thevirtual state or behavior in the virtual environment; receive, via thesoftware development kit, a first request to associate a first state orbehavior, a first action figure type, and a first virtual state orbehavior of a corresponding first virtual counterpart type in a firstvirtual environment such that, when a first action figure of the firstaction figure type exhibits the first state or behavior, a first virtualcounterpart of the first action figure is caused to exhibit the firstvirtual state or behavior in the first virtual environment; store afirst definition indicating the association of the first state orbehavior, the first action figure type, and the first virtual state orbehavior; receive, via the software development kit, a second request toassociate the first state or behavior, a second action figure type, asecond virtual state or behavior of a corresponding second virtualcounterpart type in the first virtual environment such that, when asecond action figure of the second action figure type exhibits the firststate or behavior, a second virtual counterpart of the second actionfigure is caused to exhibit the second virtual state or behavior in thefirst virtual environment, wherein the second action figure type isdifferent from the first action figure type, and the second virtualstate or behavior is different from the first virtual state or behavior;and store a second definition indicating the association of the firststate or behavior, the second action figure type, and the second virtualstate or behavior.
 12. The system of claim 11, wherein the one or morephysical processors are further caused to: receive, from the firstaction figure, first action figure information identifying the firstaction figure exhibiting the first state or behavior with respect to oneor more first moveable parts of the first action figure; present, basedon the first action figure information and the first definition, thefirst virtual counterpart exhibiting the first virtual state or behaviorin the first virtual environment; receive, from a second action figure,second action figure information identifying the second action figureexhibiting the first state or behavior with respect to one or moresecond moveable parts of the second action figure; and present, based onthe second action figure information and the second definition, thesecond virtual counterpart exhibiting the second virtual state orbehavior in the first virtual environment.
 13. The system of claim 12,wherein the one or more first moveable parts of the first action figurecomprises one or more first movable appendages of the first actionfigure, and the one or more second moveable parts of the second actionfigure comprises one or more second movable appendages of the secondaction figure.
 14. The system of claim 11, wherein the first state orbehavior comprises a first state corresponding to a first pose withrespect to one or more moveable parts.
 15. The system of claim 11,wherein the first state or behavior comprises a first behaviorcorresponding to movement of a moveable part in a first direction. 16.The system of claim 11, wherein the first state or behavior comprises afirst behavior corresponding to a first movement pattern with respect toone or more moveable parts.
 17. The method of claim 11, wherein thefirst virtual state or behavior comprises a first action of a firstaction type performable in the first virtual environment, and whereinthe second virtual state or behavior comprises a second action of asecond action type performable in the first virtual environment that isdifferent from the first action type.
 18. The system of claim 11,wherein the one or more physical processors are further caused to:receive, via the software development kit, a third request to associatea second state or behavior, the first action figure type, and a thirdvirtual state or behavior of the corresponding first virtual counterparttype such that, when the first action figure exhibits the second stateor behavior, the first virtual counterpart is caused to exhibit thethird virtual state or behavior in the first virtual environment; storea third definition indicating the association of the second state orbehavior, the first action figure type, and the third virtual state orbehavior; receive, via the software development kit, a fourth request toassociate the second state or behavior, the first action figure type,and a fourth virtual state or behavior of a corresponding third virtualcounterpart type in a second virtual environment such that, when thefirst action figure exhibits the second state or behavior, a thirdvirtual counterpart of the first action figure is caused to exhibit thefourth virtual state or behavior in the second virtual environment,wherein the fourth virtual state or behavior is different from the thirdvirtual state or behavior; store a fourth definition indicating theassociation of the second state or behavior, the first action figuretype, and the fourth virtual state or behavior; receive, from the firstaction figure during a first session associated with the first virtualenvironment, third action figure information identifying the firstaction figure exhibiting the second state or behavior with respect tothe one or more first moveable parts; present, based on the third actionfigure information and the third definition, during the first session,the first virtual counterpart exhibiting the third virtual state orbehavior in the first virtual environment; receive, from the firstaction figure during a second session associated with the second virtualenvironment, fourth action figure information identifying the firstaction figure exhibiting the second state or behavior; and present,based on the fourth action figure information and the fourth definition,during the second session, the first virtual counterpart exhibiting thefourth virtual state or behavior in the second virtual environment. 19.The system of claim 11, wherein the one or more physical processors arefurther caused to: receive, via the software development kit, a thirdrequest to associate the first state or behavior, a third action figuretype, and a third virtual state or behavior of a corresponding virtualcounterpart type in a second virtual environment such that, when a thirdaction figure of the third action figure type exhibits the first stateor behavior, a third virtual counterpart of the third action figure iscaused to exhibit the third virtual state or behavior in the secondvirtual environment; store a third definition indicating the associationof the first state or behavior, the third action figure, and the thirdvirtual state or behavior; receive, from the third action figure, thirdaction figure information identifying the third action figure exhibitingthe first state or behavior with respect to one or more third moveableparts of the third action figure; and present, based on the third actionfigure information and the third definition, the third virtualcounterpart exhibiting the third virtual state or behavior in the secondvirtual environment.
 20. A method of providing a software developmentkit to enable configuration of virtual counterparts of action figures oraction figure accessories, the method being implemented on a computersystem that includes one or more physical processors executing computerprogram instructions, which when executed, perform the method, themethod comprising: providing, by the computer system, a softwaredevelopment kit that enables a developer to associate a state orbehavior of an action figure or accessory type with a virtual state orbehavior of a corresponding virtual counterpart type in a virtualenvironment such that, when an action figure or action figure accessoryof the action figure or accessory type exhibits the state or behavior, avirtual counterpart of the action figure or action figure accessory iscaused to exhibit the virtual state or behavior in the virtualenvironment; receiving, at the computer system, via the softwaredevelopment kit, a first request to associate a first state or behavior,a first action figure or accessory type, and a first virtual state orbehavior of a corresponding first virtual counterpart type in a firstvirtual environment such that, when a first action figure or actionfigure accessory of the first action figure or accessory type exhibitsthe first state or behavior, a first virtual counterpart of the firstaction figure or action figure accessory is caused to exhibit the firstvirtual state or behavior in the first virtual environment; storing, bythe computer system, a first definition indicating the association ofthe first state or behavior, the first action figure or accessory type,and the first virtual state or behavior; receiving, at the computersystem, via the software development kit, a second request to associatethe first state or behavior, a second action figure or accessory type, asecond virtual state or behavior of a corresponding second virtualcounterpart type in the first virtual environment such that, when asecond action figure or action figure accessory of the second actionfigure or accessory type exhibits the first state or behavior, a secondvirtual counterpart of the second action figure or action figureaccessory is caused to exhibit the second virtual state or behavior inthe first virtual environment, wherein the second action figure oraccessory type is different from the first action figure or accessorytype, and the second virtual state or behavior is different from thefirst virtual state or behavior; and storing, by the computer system, asecond definition indicating the association of the first state orbehavior, the second action figure or accessory type, and the secondvirtual state or behavior.